An emphasis on the digital turn explains the ongoing transition into digital media, the convergence happening throughout the media industries, and how these changes continue to affect the media world.
New part openers and accompanying infographics tie together print, audio, and visual media use in revealing and compelling ways—like breakdowns of how many minutes per month we spend on YouTube, Netflix, and Hulu, or how people use smartphones—highlighting and exploring the media's place in our lives.
Past, Present, and Future overviews begin each of the media industry chapters with a quick, thought-provoking look at the medium's evolution—explaining the links between old carnival games and today's immersive online gaming, or between the economics of early sound recording and today's download-dependent marketplace. By making these connections,
Media & Culture links the history of our mass media with its future.
A new videogame chapter tracks the digital gaming industry from its origins to its current status as a mass medium. Chapter 3, "Digital Gaming and the Media Playground," addresses a high-interest topic for students with increasing importance in the broadening mass-media world.
New integrated VideoCentral clips take advantage of what the Web can do: prompts in the margins of every chapter direct students to online videos. These videos get students to think critically about the text and the media by giving them an insider's look at the media industries, through the eyes of leading professionals including Noam Chomsky, Amy Goodman, and Junot Diaz. More than 40 assignable videos are accompanied by thoughtful questions, perfect for media response papers and class discussions. Access comes automatically with every new book.